Base Class: Warlock
She has amnesia so i cant write anything here without spoiling it o:
Expanded Spell List
Your Patron lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Fiend Expanded Spells
| Spell Level | Spells |
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1st |
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2nd |
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3rd |
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4th |
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5th |
Halt Projectiles
Starting at 1st level, as a reaction to a creature within 60 feet of you that you can see making a ranged weapon or spell attack, you use your magic to stop the mundane or arcane projectile in time until the beginning of the creature's next turn. When the projectile is released, it targets the original target, automatically missing if the original target has moved since the projectile was fired. You may use this feature a number of times equal to your Charisma modifier, resetting on a long rest.
Recall
Starting at 6th level, you may rewind your personal timeline. As an action, you step back in time a few seconds. You instantly teleport to the location you were at during the beginning of your last turn.
Additionally, any conditions or effects you gained since the beginning of your last turn are removed, and any conditions or effects you have lost since the beginning of your last turn are regained. If you have taken damage since the beginning of your last turn, you regain 1d6+Cha hitpoints, but cannot be healed for more damage than you took since the beginning of your last turn.
Once you use this feature, you can’t use it again until you finish a short or long rest.
At level 10, you may choose to instead step back to the beginning of your second to last turn.
At level 14, you may choose to instead step back to the beginning of your third to last turn.
At level 18, you may choose to instead step back in time up to one minute ago.
At level 20, you may choose to instead step back in time up to one day ago.
Time Stream
Starting at 10th level, your connection to the flow of time heightens your senses, causing you to perceive time slower when in the heat of battle.
You may add your Charisma modifier to your Initiative.
You may add your Charisma modifier to your Armor Class if you are not wearing armor.
Once per Short or Long Rest, when you are targeted by a melee attack, you may use your reaction to attempt to freeze your attacker in time. The attacker must make a Charisma saving throw, becoming paralyzed until the beginning of your next turn on a failed save, or making the attack with disadvantage on a successful save.
Time Warp
Starting at 14th level, you may target a creature or object within 30 feet of you that you can see (including yourself) as an action. If the target creature is unwilling, it must make a Charisma saving throw, being affected on a failed save.
The target is pushed forward in time a number of rounds you choose between 1 and 5. Any effects active on a target creature are suspended until they reappear after the number of turns you choose.
You may use this feature as a reaction to being targeted by an attack, or as a bonus action on your turn IF you are targeting yourself. Targeting yourself with this feature causes you to lose concentration on spells you have cast that affect anything other than yourself.
Once you use this feature, you can’t use it again until you finish a long rest.
Creatures and objects that you send forward in time with this feature reappear before your turn on the initiative order.
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